Heal DC Healing
19 or lower Failed check; no healing
20 Heal check result
25 Heal check result + WIS modifier +2 INT modifier
30 Heal check result + WIS modifier +2 INT modifier + ranks in Knowledge (planes) +1d4 (if taking 10)
Race, Traits, Stats:
Dwarf
* Slow and Steady: 20ft movement speed, never lowered by armor or encumbrance
* Unstoppable: +1 Fort and Toughness
* Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
* Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
* Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Traits
* Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.
* Clock Surgeon: You begin play with a special healer’s kit at no cost and can fully restock your kit by expending materials worth 10 gp and spending 8 hours assembling medical devices. When using this healer’s kit to treat deadly wounds, you can either halve the time required to perform the action or add your Intelligence modifier to the number of hit points healed.
* Frontier Healer: You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Situational modifiers:
* While Charisma is 6, Sven gains:
+ 2 to Diplomacy and Bluff from Stoic Negotiator
+ ½ level bonus to Intimidate from Stern Gaze
- Face-to-face interactions: effectively Cha 10 (average person)
- Public speaking / singing / handling animals: Cha 6 (penalties apply)
- Far from attractive, even by dwarven standards (see appearance section)
* While Constitution is 14, Sven gains toughness and +1 fort from unstoppable. Effective 16.
Effective summary:
Str 18 | Dex 13 | Con 16 | Int 14 | Wis 17 | Cha 10 (normal), 6 (oration, singing, animal handling)
Feats, Skills, Equipment:
Feats
* Elephant in the Room (Power Attack, et all)
* Toughness (race)
* Lvl 1: Healer's Hands Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).)
Lvl 3: Quickdraw (for quickdraw shield: magic vestment gained at lvl 6. Making it +1 at lvl 6, +2 at lvl 8, +3 at lvl 12 and finally +4 at lvl 16)
Lvl 5: Incredible Healer
Lvl 7: Extra Mental Focus
Lvl 9: Skill Unlock Heal
Lvl 11: Extra Mental Focus
Lvl 13: Extra Mental Focus
Lvl 15: Extra Mental Focus
Lvl 17: Extra Mental Focus
Background Skills
* Profession Merchant (+9)
* Knowledge History (+3 / +5 dwarves and their enemies)
Equipment
* Combat Gear Warhammer, Scale Mail, The Langebukk Shield
- This sturdy quickdraw shield bears the crest of the Langebukk Clan, once known for the creation of the Shield Road. Though other shields might offer finer craftsmanship or lighter metal, Sven refuses to part with it. This shield was carried by his forefathers, made in defense of the Shield Road at the height of its glory. To Sven, it is heritage in physical form.
* Cleric's Kit: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
* Other Gear: Healer's Kit (from trait)
* Gold: 3
GM: Spells: Spontaneous casters get two more spells per day for each level (casting, not known). For casters that memorize, they get three more per day for level 1-3, and two more for all other levels. This is so casters aren't completed depleted by a single big ancounter.
Spells Known
Lvl 0: Stabilize, Create Water, Acid Splash, Brand
Lvl 1: Cure Light Wounds (Cures 1d8 damage + 1/level (max +5), Barbed Chains (25 ft. + 5 ft./2 levels, either 1d6 slashing damage or trip attempt at BaB + Wis. 1 chain at lvl 1, 2x at lvl 4, 3x at lvl 7, etc...)
At Lvl 2
* Lvl 1 spells learned: Magic Weapon
At lvl 3
* Lvl 1 spells learned: Expeditious Retreat
Stern Gaze (Ex)
* Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Spell Casting
* A relic hunter casts divine spells drawn from the inquisitor spell list, but her chosen relic schools limit her to schools she knows, similar in function to an occultist’s implements. Any spell or orison gained by the relic hunter has a relic component, and is not considered to be on the relic hunter’s spell list until she selects its school though the relics alternate class feature. Once she chooses a school, all spells and orisons of that school are considered to be on the relic hunter’s class spell list, allowing her to use spell trigger and spell completion magic items of those spells. A relic hunter’s spells per day, daily spell allotment, Difficulty Class, and minimum Wisdom score requirements remain unchanged from the inquisitor’s normal spellcasting class feature.
* This ability alters the inquisitor’s spellcasting.
Relics (Su)
* At 1st level, a relic hunter gains the occultist’s implements class feature and learns to use two occultist implement schools as relic schools. At 4th level and every 3 levels thereafter, the relic hunter learns to use one additional relic school drawn from the same source, gaining access to that school’s resonant power and base focus power and opening up that school’s focus powers for her to select. Like an occultist, a relic hunter can select the same school twice, but it is far less useful for her to do so.
* Relics do not need to be magic items, and non-magical relics do not take up a magic item slot. Relics that are not magic items are often of some religious significance to the relic hunter or her church, such as the battered shield of a saint, a bishop’s robe, or the finger bone of a church martyr.
* This ability replaces judgment.
Deific Focus (Su)
* At 1st level, a relic hunter learns to invest divine power into her chosen relics. This acts like the occultist’s focus powers and mental focus class features, with the following adjustments.
* Each day, a relic hunter has a number of points of deific focus equal to her inquisitor level + her Wisdom modifier, and she must spend 1 hour in prayer with her relics to invest them with divine power. These points refresh at the start of each day.
* At 1st level, the relic hunter learns the two base focus powers from her chosen relic schools and can select one more focus power from the list of those made available by her chosen schools. Whenever she gains a new relic school, she gains the base focus power of that school.
* In addition, at 4th level and every 4 levels thereafter, she learns a new focus power selected from all of the powers granted by all of the relic schools she knows.
* She can use these focus powers only by expending points of deific focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the inquisitor’s class level + the inquisitor’s Wisdom modifier. She cannot select a focus power more than once. She uses her inquisitor level in place of an occultist level to qualify for focus powers.
* This ability replaces domain, bane, greater bane, second judgment, and third judgment.
Strong-Willed (Ex)
* At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.
Cunning Initiative (Ex)
* At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
* At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
* At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Defense against Magic (Ex)
* At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1.
* This ability replaces all bonus teamwork feats.
* Lvl 3: Evocation (+1, +2, +3, +4)
* Lvl 7: Necromancy (+1, +2, +3)
* Lvl 11: Enchantment (+1, +2)
* Lvl 15: Illusion (+1)
Foil Casting (Su)
* At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat.
* Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.
* This ability replaces solo tactics.
Discern Lies (Sp)
* At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart (Ex)
* At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Exploit Weakness (Ex)
* At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Relics
* Conjuration
- Resonant Power Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
- Base Focus Power: Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
* Transmutation
- Resonant Power Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
- Base Focus Power: Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
- Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
Lvl 4: (Abjuration) Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.you automatically succeed at the check. You must be at least 5th level to select this focus power.
Lvl 8: (Conjuration) Side Step (Sp): You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.
Lvl 12: (Transmutation) Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.
Lvl 16: (Divination Danger Sight (Sp): As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
Focus Points at Lvl 17:
* 17 (level) + 7 (wisdom with +4 belt and lvl increases +3) + 10 (feats) = 34
* 10 points (transmutation) 10 points (abjuration) +5 BaB (trappings) 12 points (divination) 2 points (conjuration)
* Gives +6 enchantment bonus to str (transmutation) +5 resistance to saves (abjuration), +6 perception, see invisibility, and 30ft Blindsense (divination) +1 CL conjuration summons (conjuration)
Background:
Sven is a dwarf of the Langebukk Clan, descended from Unthal Langebukk. Long ago, during one of the dwarves’ pushes into the lowlands, a series of keeps were built across the Stolen Lands to protect their trade routes. One of those was Bronzeshield Fortress. Like the Woradashes and Skjegges, Sven’s clan eventually packed up and left, their efforts a failure, their coffers dry. With no dwarves to hold them, the forts fell, the Shield Road collapsed, and everything they’d built was left to rot or be desecrated by whoever came after.
Sven grew up on stories of that failure. For three hundred years, his people had poured their lives into holding the Shield Road. And in the end? Nothing to show for it but shame. The lesson, repeated again and again, was that a dwarf belongs in the mountains, and that leaving them is what led to ruin.
Sven disagreed.
He saw it another way: the dwarves failed not because they left the mountains: but because they tried to turn the Stolen Lands into another mountain hold. They’d built fortresses, yes. But what did they do to actually build trade? To connect with others? Nothing. They didn’t adapt, didn’t settle. They brought the mountain with them, instead of learning to live in a new place.
To Sven, that was the real mistake. Dwarves couldn’t build kingdoms alone. You needed people. You needed humans: young, driven, everywhere, to really settle a place. You needed roads that led somewhere. And if you wanted to protect your own people, the outside world had to be made safe too. That meant pushing back against danger, especially on the edges, places like the Stolen Lands. If you waited for trouble to come to the mountains, it was already too late.
Of course, none of that went over well back home. His ideas weren’t just ignored. They were unwelcome. The Shield Road was a wound that hadn’t healed, and Sven’s talk was salt in it. His clan had tried once, and failed. They didn’t want to be reminded.
So he left.
A young dwarf with much to prove, he has left behind his comfortable life in Brevoy. He had spent his time working both as a herbalist and healer, as well as within his Clan’s caravan business. But now Sven set out for the Stolen Lands, determined to succeed where his ancestors failed: to see the Langebukk name restored, and a real kingdom rise in a land the dwarves had abandoned. He still curses the stubbornness of his kin, but he's more stubborn still.
And that’s why he joined the expedition. Not for gold. Not for glory. But because this time, things are going to be done right.
Appearance and Relic Descriptions:
Sven, like all dwarves, is short and broad of shoulder. His beard is long and untrimmed, hanging far down past his chest, for it is his belief that a dwarf’s experience can be told from the length of his beard. Far from attractive, his face has been (rightfully) described as looking like it was carved from stone by an amateur sculptor. However, his eyes shine bright with a burning passion that drives him forward. For those who know him, much can be learned by his moved prized possessions: a collection of relics which he values as highly as his own life.
As Sven has spent his life thus far traveling in his Clan’s caravans, he has collected a number of artifacts. While his kin have laughed at him for his superstition, he insists that he draws power from the divine essence permeated within them.
The Bronzeshield Stone (Transmutation)
A fist-sized fragment of carved stone, this was taken from the walls of Bronzeshield Fortress when his ancestors abandoned their holdings. Sven believes that carrying it is akin to carrying the weight of the walls with him. It is a source of his resolve.
The Ironbound Talisman (Conjuration)
A twisted chain, it once held a holy symbol of Torag upon it. Its last owner was a cleric who fell during the Battle of Nine Stones. The dwarf held his ground to his last breath, channeling the divine in a desperate effort to keep his kinsmen in the fight. He was dragged away by his clansmen when he fell to an orc’s axe. He exhausted his strength supporting others, leaving himself too drained to save himself.
Langebukk Signet Ring (Abjuration) (Gains powers at lvl 4)
This ring bears the clan symbol of Langebukk. Used by merchants in the clan to show their allegiance and as a sign of fair dealing, Sven would rather die than part with it. While other clansmen wear it as a practical matter, he insists that by fulfilling his duties, it causes his ancestors to look upon his favor and protection.
Trappings of the Warrior (Gains powers at lvl 7)
When the chains of the ironbound talisman hold the bronzestone stone, Sven’s martial abilities significantly increase. While not a warrior by training, he will fight with the skill of his forefathers. Whether this is a divine gift, or purely a psychological effect, cannot readily be told.
The Shards of Saggorak (Necromancy) (Gains powers at lvl 10)
In 2519 AR after a 12-year siege, the Pious Kingdom of Saggorak fell to orc invaders. Unlike other such tragedies, the fall of the city did not end in a new orc kingdom, as the dwarven defenders rose from the dead. Three shards of a shield hang from a chain on Sven’s belt. They were collected when Khadon the Mighty tried to reclaim Saggorak 700 years later, only to find that the city had become a tomb defended by the dead.
The Scales of Truth (Divination) (Gains powers at lvl 13)
These scales are used by Sven as part of his profession as a merchant. While not magical, they have been passed down to him by his father and his father before him. Made as well as dwarven craft can possibly be, they have never let him down or led him astray.
The Forgefire Clasp (Evocation) (Gains powers at lvl16)
This clasp holds Sven’s cloak on. A simple golden clasp, it bears the symbol of an anvil upon it. Worn by a smith who once hailed from Kravenkus, he sold it along with much of his personal possessions to fund his new life after leaving the city. Sven bought it for much more than it was worth to support a fellow dwarf. He wears it as a reminder of the plight of his people.